Landscape material looks blocky. How to fix it?

So, should I convert the Landscape Height to 4034 X 4034?

yes, try upping that to 4034x4034 to match your snowheight and groundheight files. See if that fixes the pixelation.

Sorry @ I sent you the wrong heightmaps for snow and ground. They were actually 2K. I tried creating 4k maps just to see whether it solves my problem or not.

These are the 2K maps I’m using in the editor

Hi ,

Lowering the snowheight and groundheight files resolution unfortunately will still not produce desirable results. The problem seems to be that too many pixels are attempting to affect the same vertex, so the solution would be to increase the resolution on the R16 file to match the SnowHeight and GroundHeight files to increase the number of vertices available for pixels to affect.

I think you got me wrong. I’m using the 2k heightmaps for both ground and snow, inside the editor with a 2k heightmap for landscape.

I did sent you the wrong files earlier, that’s what I was trying to say.

Its all 2k, i.e., 2017 X 2017

Ah, then try updating all files to 4034x4034. I believe that increasing the size may help address the error.

Ok, let me try that

Sorry to say, but still the same.

Ok, my next suggestion would be to try increasing the scale to a power of 2 instead of the value you are currently using. I don’t know if this will help, but heightmaps and materials, etc. Cannot have mip values if they do not conform to a power of 2 scale. Try increasing the resolution to 4096x4096 for all of them and see if it is a power of 2 issue instead of a simple resolution issue.

There was a landscape recommended size page which suggested few sizes for terrain heightmap to work properly inside UE4. That’s why I created 2017 X 2017 or 4034 X 4034.

If I convert them to a power of 2 size then they give awkward results on the boundary.

Should I try’n use heightmap blend instead of weightmap?

it couldn’t hurt to give it a shot. I’m going to keep trying to find a viable solution on my end.

Tried, but it is not even accepting the snow and ground layers and gives me this message:

filesize does not match with current Landscape extent

Hi ,

I apologize for the delay. I now have a copy of World Machine. Would it be possible for you to send me your WM files so I can try a few things in regards to exporting? I’d like to see if I can nail down what is happening during the export/import process that may be causing this discrepancy.

I’ve send you my WM project files. Check your private message in the forums. Cheers.

Hi ,

I did a little testing and would like you to try this on your end. Try changing snow.png and ground.png to raw files as well. Then export all three as raw files with the power of two resolution and import them to the editor using the landscape heightmap import system.

For your landscape material, try this setup:

I tried this in 4.6.1 and everything came in as I would expect it to. At a lower landscape coord it did look a little blockier, but I attribute that to the tiled texture as opposed to the actual heightmap given that, once the coords were stretched it became much smoother. If you could, give this a try and see if it works fo ryou.

I tried this solution and it is a little bit better but still looks blocky in some spots. But, we can always paint those areas…

push up the landscape coords and see if it blends a bit better. I didn’t notice any significant blockiness but that may be a difference in textures. After switching to raw files it looked significantly smoother on my end.

Why this giving me the following error?

All the maps have the same resolution(i.e. 2048 X 2048) and have the same format of RAW16.